Solved FBX Export plugin option setting with python

Hi, I'm newbie in c4d scripts and I can't english well:(
I want to set FBX export options with python.

#FBX_EXPORTER_ID = 1026370
container = c4d.plugins.GetWorldPluginData(1026370)  
container[c4d.FBXEXPORT_ASCII] = 1
c4d.plugins.SetWorldPluginData(1026370, container, True)

I changed value for c4d.FBXEXPORT_ASCII. 0, 1...
I changed boolean for SetWorldPluginData. True, False...

Console is [OK] but C4d doesn't changed.

Help me please.
Thank you.

https://plugincafe.maxon.net/topic/11623/fbx-export-plugin-option-setting-with-python

Hi @Jiiny, first of all welcome in the plugincafe community.
As written in the documentation of GetWorldPluginData, GetWorldPluginData is not the way to go for importer/exporter.
Here an example for the FBX, if you want to see the full list of options please take a look at the C++ documention for Ffbxexport.h.

"""
Copyright: MAXON Computer GmbH

Description:
    - Exports FBX with custom settings.

Class/method highlighted:
    - c4d.plugins.FindPlugin()
    - MSG_RETRIEVEPRIVATEDATA
    - c4d.documents.SaveDocument()

Compatible:
    - Win / Mac
    - R16, R17, R18, R19, R20
"""
import c4d


def main():
    # Retrieves a path to save the exported file
    filePath = c4d.storage.LoadDialog(title="Save File for FBX Export", flags=c4d.FILESELECT_SAVE, force_suffix="abc")
    if not filePath:
        return

    # Retrieves FBX exporter plugin, 1026370
    fbxExportId = 1026370
    plug = c4d.plugins.FindPlugin(fbxExportId, c4d.PLUGINTYPE_SCENESAVER)
    if plug is None:
        raise RuntimeError("Failed to retrieves the fbx exporter.")
    
    data = dict()
    # Sends MSG_RETRIEVEPRIVATEDATA to fbx export plugin
    if not plug.Message(c4d.MSG_RETRIEVEPRIVATEDATA, data):
        raise RuntimeError("Failed to retrieves private data.")

    # BaseList2D object stored in "imexporter" key hold the settings
    fbxExport = data.get("imexporter", None)
    if fbxExport is None:
        raise RuntimeError("Failed to retrieves BaseContainer private data.")

    # Defines FBX export settings
    fbxExport[c4d.FBXEXPORT_ASCII] = True

    # Finally export the document
    if not c4d.documents.SaveDocument(doc, filePath, c4d.SAVEDOCUMENTFLAGS_DONTADDTORECENTLIST, fbxExportId):
        raise RuntimeError("Failed to save the document.")

    print "Document successfully exported to:", filePath


if __name__ == '__main__':
    main()

Finally I would like to point you to few rules (I've setup your topic corectly but please do it for the next one).

If you have any questions, please let me know.
Cheers,
Maxime.

Thank you @m_adam

I completed my exporter scripts to your help.
I read Links, I will tagging next time.

I'm studing c4d scripts. it still hard.
Thank you again.